A lot of criticisms have been aimed at the user contributions, and I think most of them arise from mis-information.
The first set I would like to look at are the criticisms from game developers who don't themselves know how to create 3d models, and are looking for quick solutions, as they are usually in the middle of a project and are under heavy pressure to complete their work on time.
I would place under this category a user who expects are MakeClothes contribution to include: diffuse (finely detailed); bump; normals; specular; displacement. A developer should ask for these things, but the MH contributors aren't quite there yet.
When I design a user asset, it is with teaching in mind, as I make my living as a professional instructor. I mostly want to make sure that there is a symmetrical quad mesh, with a moderate polygon count, so that it can be reduced or subsurfaced as necessary.
My goal as a contributor is to create templates, not finished masterpieces.
That leads me to a discussion of clothes. Most of the clothes I see submitted are modular and skin-tight, which is great for games, but not for graphic artists. We simply do not have an open-source app that can match Marvelous Designer, which for all its wonders, can't create a final mesh that is both symmetrical and pure quad. So photo-realistic folding and draping for an animation is at present out-of-range for MH, and that will probably be the case until Valentina is ready.
In closing, I would ask casual users to be a bit more specific in their requests (demands?).